Quote from overneathe
But it was a hard cap. Now it's just an item cap. Paragon stats would be able to increase it, for example.
No, its never been a hard cap, its always been an item cap. Skills could always push it beyond 25%.
Quote from overneathe
But it was a hard cap. Now it's just an item cap. Paragon stats would be able to increase it, for example.
Quote from itirnitii
Quote from EntyLOL just to point out a few of the intriguing lines
- X1_MastaBlasta_Rider_Boss_Event_ChronoTrigger - Siege Runekeeper
- X1_MastaBlasta_Rider_Boss_Event_ChronoTrigger - Rekkar
- X1_MooMooHalls - Slaughterhaus
I'm not a fan of Chrono Trigger, nor have I ever played it but I have heard about it. Anyone care to explain these two lines? Do they mean something.
I am a huge chrono trigger fan, none of those make any sense to me.
Quote from Wabufet
"Three out of the four categories (Offensive, Defensive, and Adventure) can be maxed out if you put a total of 200 points into each of those categories. Any excess Paragon levels earned after these categories have been maxed out will still grant a Paragon point, but you will only be able to spend these excess points in the Core Stat category."
Erm isn't this news ? Well at least it is to me, finaly i know how it'll work, i'm ok with it.
Quote from riptide
Quote from riptide
I think everyone understands the disclaimer. I think people also understand there is a process to tuning abilities. So when there's drastic changes like the shadow power one, which is not an appropriate number, people will call them on it for even thinking that was a valid number for testing.
I didn't get your point. You say the Shadow Power change is uncalled for? Btw, it's not really a number change. It's a concept change.
I never said it was uncalled for. If you had read any of my previous posts I said it could use a changing. Also while it's a concept change in your eyes. It's a numbers shift in mine, I've already said 3% life steal = 900+ life on hit ala item budget, it's actually 956 if we're being specific. The idea is to regen hp while attacking enemies. That didn't change.
As I've already said they could be removing life steal entirely since all life steal abilities have a LOH or an absorb effect now. But this doesn't address the issue of the gear scaling and how useless even 800 life on hit is now vs 3% life steal.
Giving a character the ability to have an on-demand 15% lifesteal is problematic. Because except for Barbs (which can get 9% lifesteal, or I guess could ;)), classes like the Wizard and WD will never come even close to that sort of sustain. It also means that class doesn't need to care about any sustain in gear, and pretty much all that matters is getting enough Discipline to keep that up all the time.
DH defense is shit compared to wizard and barb. Things that are frozen can't hit you, also having a 40% armor + resist bonus is huge. I'm not saying they should nerf wizard or barb, but demon hunters have always been awful in the ehp department. DH's need better defense, not less of it. It's been that way since day 1.
DH's don't have the highest dmg but have the worst EHP. If they are suppose to kite they should hit harder than witch doctors. But instead WD can just face tank anything with good gear and only 3% lifesteal.
Math doesn't leave room for debate, feelings or opinions. Again unless they change the coefficients for demon hunter to something ridiculously high, like 4-6x , this number is way off for practical testing purposes. So the only way that their judgment wouldn't be rightfully ridiculed.. would be if they just randomly typed in a number.
Having a hard time understanding this part. As I said, it's not even a "math" change. It's a concept change. 800+ Life on Hit is significant, and we don't even know what they're doing with proc ratios. So really? No room for debate or explanations? At all?
We know what the proc rates are currently and as far as we know they have not changed. So it's definitely room for concern.
As an aside. I'd rather be the guy that jumped the gun and made a case for something that didn't need one. Rather than say nothing and watch the change come to pass, because of lack of foresight on their part. (i.e. attack speed values @ launch)
You mean the Attack Speed change shouldn't have happened?
No I mean it should have never made it live to begin with. I thought I was pretty clear. I was saying they demonstrated a huge lack of foresight. I also insinuated that they are very capable of doing it again. Hence my concern.
Also, I didn't mean: "do not criticize any change whatsoever". If you're against the Shadow Power change, discuss it, voice your opinion, say it's unreasonable, think of alternatives, try to prove how the skill isn't broken (you're gonna have a hard time with that one).
But there's no need to go overboard with the reactions.
It could use a change and I've already shown that 3% life steal is 956 loh in terms of budget. I've also stated in MP7 gear 3% life steal is significantly better than 956 loh. This is essentially reducing shadow power to less than 10% of it's current power, rendering it useless in any form.
So just so we're clear 15% -> 3% -> 800 loh = worse scaling
RoS= stat inflation 3x over at the very least. 800 life on hit then is like 266 loh on now, which is less than 1% life leech now.
Does it all make sense now? They are nerfing the effectiveness of shadow powers purpose to about 1/15 of what it was. Hopefully it does change and it probably will. But I really question why even start there, it's not efficient.
The number is WAY too low. The end.
My point was: we don't even know if these changes are gonna make it to a PTR/beta until they do. Big skill changes like this will very likely go through a PTR testing. And that's the adequate moment for strong and well informed feedback, not now.
I am questioning their rationale. Since you need to have a reason to change something and an idea of the direction you want to go. So unless they randomly put a number there, their methods have issues. If a person is willing to nerf or buff something by over 1000%, even as a test, they have little foresight. I mean unless their goal is to see how useless or mandatory an ability becomes.
Quote from Mob_Dylan
Quote from RasAlgethi24
^Perhaps its your build then. I never had survability problems with my DH although I ran 60k life and 550 AR. Problem with DHs is they're low farm speed, and seems like they're buffing that with the damage increases.
I never had surviability issues either lol, and you just confirmed my statement. I think we are on the same page. To be more clear I just hated how gloom was such a far better defensive ability than anything stand alone(skill wise). My hope is they bring our other cc and defenses up to par to it while also increasing our offensive capabilities(they are off to a good start). I would just like DH's to be just as viable and efficient as the other classes.
Quote from Mob_Dylan
Poor DH's, They are the middle child. I know it's still early but from the looks of things DH's are still utterly fucked. In fact they maybe more so. Again I know it's early so things might change
Quote from Mist3rHyde
Quote from stroheim_cornell
or
Yeah I was trying to wrap my head around how this would work for something like ww on Wiz or elemental arrow on DH. Kinda hurts the head to think of an elemental arrow shot that has all those attributes but could be pretty cool. Or try to imagine rapid fire with all its runes. That is the one I see likely not making it to release or if it does being very limited to specific skills or with some sort of diminished % on the overall damage or effect of said runes.
I guess you'll get the opportunity to use the same skill, with differents runes, several times in your skill bar. You'll get to have the same skill on your skill bar four times, but each with a different rune. You'll be able to use Fists of thunder quickening on left click and thunderclap on right click.
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Your fetishes do the elemental type of your highest stacked %, NOT what you cast. You likely have poison on your bracers, which you should since you're using darts, so they will always do poison% regardless if you shoot or not. F+R wins out, easily.
BTW, F+R is a two separate 50% buffs which stack on each other so you get a total of 125% buff (1.5 x 1.5 = 2.25). Convention is at best 50% buff on average.
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Tried it on T10, its just not strong enough. Even with F and R, tasker and theo cubed, etc.
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They can be extracted, yes.
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A step in the right direction but doesnt really fix the problem. People are still incentivized to run 1 or 2 xp classes in a group. And with the cube every one will probably cube leoric's crown with ruby. Gimping your party's dps for xp isnt fun.
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Agreed. The problem came from two main issues.
1. XP gear. Xp gear wasn't mutiplicative before, there was a bug that made it so and they kept it. They are switching to making xp bonuses split evenly among the party members but this doesnt really solve the problem. It still forces people to wear xp gear and makes paragon grinding too easy.
2. Extreme power creep. It's gotten so easy to speed farm higher and higher tiers that the xp gain is just too high right now.
I'm ok with number 2, but I really think they should eliminate xp gear.
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Yes, you can and its way too easy. My buddy rolled a bk weapon to ancient in no time.
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I guess people will complain about anything when it comes to d3.
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Assuming you have perfect disc everywhere else, rolling the disc from 9 to 12 is a 3.5% dmg increase. IAS would likely give you more but I'd check the breakpoints on ball lightning first and be sure to include both the sader's law and BBV in to see where you end up at.
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If you're talking about solo, I'd say the realistic top end of multishot is 55 unless you fish really hard. You have to go nats if you want to be competitive.
For group play, its just nowhere near enough effective dps for high end stuff.
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F/R is 50% each multiplicatively so its 125% MORE damage, which is the same as saying a 2.25 multiplier.
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This has happened on the Wiz with hydras as well. Porting to town and coming back fixes it.
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When you say your cycle is (Strafe / Strafe / EF / Strafe / EF / Strafe), are you not holding down strafe? Are you instead tapping strafe 2 times, then EF, tapping strafe once, EF, strafe?
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Thanks some interesting stuff. Since we still cast other things and not every mob will be in point blank range, is Zei's still the optimal choice? If not, what are the 3 optimal gems?
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Awesome stuff, man.
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I doubt people will get permenantly banned for it. But, they should get rolled back or suspended for it which I suspect they may.